[alteration-evocation]
Caster Level 12
Range 0
Area of Effect The wearer
Duration See description
Save none
Aura Strong/Strong
Class Requirement Mage
Encumbrance 5-lbs. if worn
XP Vale/GP Value 11,500 XP/58,000 g.p.
This powerful robe grants a number of functions to the wearer including magical travel and access to magical weaponry.
Description. This cloth robe can be hooded or unhooded and will appear to be a mundane item typically worn by mages.
When donned, if the wearer is a mage, they will know how the robe functions immediately. The robe possesses a range of functions:
Astral Travel. [innate] (major) The wearer can plane shift to the Astral plane (physically, including all their gear and anything carried). If the caster holds a single willing creature with both hands, they also will be plane shifted. The wearer can select the location on the Astral as long as it is known (including near to a planar silver mirror). If on the Astral plane, the wearer can return to their Prime plane by way of the appropriate silver mirror (in this case, the robe will teleport the wearer and one willing creature to the silver mirror). The robe does not grant any special knowledge of the Astral plane, any locations, or how silver mirrors function.
Saving Throw Bonus. (continuous) The wearer gains a +1 bonus to all saving throws.
Stars. The robe hides six "stars" polymorphed as embroideries on the chest area of the robe. These can be used as missile weapons by the wearer (no weapon proficiency required). Each star is a +5 magical missile weapon that does a base damage of 2d4 piercing to creatures of any size. These weapons have a fire rate of up to 3 per round and a short range of 60-ft. (which is the maximum range). Once thrown, a star becomes a mundane embroidery. A star will regenerate as a new magical embroidery on the robe at a rate of one per 24 hours up to a maximum of six stars. If all six stars are removed from the robe at any time, the robe becomes mundane, losing all magical powers.
Survival in the Vacuum of Space. (continuous) The wearer can survive in space with no ill effects from the environment (vacuum, lack of air, lack of heat, blinding light, etc.). This does not grant ability to move and does not extend to other creatures. The wearer must still consume water and food to survive. Certain environments that mimic that of space may be survivable (per the GM).